Agents
Emerging cooperation on the road by myopic local interactions
Rabinovich, Dmitry, Bruckstein, Alfred M.
In recent years the research in the field of autonomous vehicles has gained considerable momentum, and the idea of relieving the burden of driving from humans starts to lose its futuristic science fiction aura. Some people believe that autonomous traffic is "our last hope" of relief from the frequent road-jams, we now witness in even mid-size urban areas. We envision roads of the future with fully autonomous vehicles, that not only track the lane, keep safe distance and assist the driver, but essentially liberate humans from driving related activities altogether.
Forget chess, DeepMind's training its new AI to play football
Researchers from DeepMind, the UK's juggernaut AI lab, have forsaken the noble games of chess and Go for a more plebeian delight: football. The Google sister company yesterday published a research paper and accompanying blog post detailing its new neural probabilistic motor primitives (NPMP) -- a method by which artificial intelligence agents can learn to operate physical bodies. An NPMP is a general-purpose motor control module that translates short-horizon motor intentions to low-level control signals, and it's trained offline or via RL by imitating motion capture (MoCap) data, recorded with trackers on humans or animals performing motions of interest. Up front: Essentially, the DeepMind team created an AI system that can learn how to do things inside of a physics simulator by watching videos of other agents performing those tasks. And, of course, if you've got a giant physics engine and an endless supply of curious robots, the only rational thing to do is to teach it how to dribble and shoot: We optimized teams of agents to play simulated football via reinforcement learning, constraining the solution space to that of plausible movements learned using human motion capture data. Background: In order to train AI to operate and control robots in the world, researchers have to prepare the machines for reality.
#IJCAI invited talk: engineering social and collaborative agents with Ana Paiva
The 31st International Joint Conference on Artificial Intelligence and the 25th European Conference on Artificial Intelligence (IJACI-ECAI 2022) took place from 23-29 July, in Vienna. In this post, we continue our round-up of the invited talks, summarising the presentation by Ana Paiva, University of Lisbon and INESC-ID. The title of her talk was "Engineering sociality and collaboration in AI systems". Robots are widely used in industrial settings, but what happens when they enter our everyday world, and, specifically, social situations? Ana believes that social robots, chatbots and social agents have the potential to change the way we interact with technology.
Learning Practical Communication Strategies in Cooperative Multi-Agent Reinforcement Learning
Hu, Diyi, Zhang, Chi, Prasanna, Viktor, Krishnamachari, Bhaskar
In Multi-Agent Reinforcement Learning, communication is critical to encourage cooperation among agents. Communication in realistic wireless networks can be highly unreliable due to network conditions varying with agents' mobility, and stochasticity in the transmission process. We propose a framework to learn practical communication strategies by addressing three fundamental questions: (1) When: Agents learn the timing of communication based on not only message importance but also wireless channel conditions. (2) What: Agents augment message contents with wireless network measurements to better select the game and communication actions. (3) How: Agents use a novel neural message encoder to preserve all information from received messages, regardless of the number and order of messages. Simulating standard benchmarks under realistic wireless network settings, we show significant improvements in game performance, convergence speed and communication efficiency compared with state-of-the-art.
Congested Urban Networks Tend to Be Insensitive to Signal Settings: Implications for Learning-Based Control
This paper highlights several properties of large urban networks that can have an impact on machine learning methods applied to traffic signal control. In particular, we show that the average network flow tends to be independent of the signal control policy as density increases. This property, which so far has remained under the radar, implies that deep reinforcement learning (DRL) methods becomes ineffective when trained under congested conditions, and might explain DRL's limited success for traffic signal control. Our results apply to all possible grid networks thanks to a parametrization based on two network parameters: the ratio of the expected distance between consecutive traffic lights to the expected green time, and the turning probability at intersections. Networks with different parameters exhibit very different responses to traffic signal control. Notably, we found that no control (i.e. random policy) can be an effective control strategy for a surprisingly large family of networks. The impact of the turning probability turned out to be very significant both for baseline and for DRL policies. It also explains the loss of symmetry observed for these policies, which is not captured by existing theories that rely on corridor approximations without turns. Our findings also suggest that supervised learning methods have enormous potential as they require very little examples to produce excellent policies.
Remember and Forget Experience Replay for Multi-Agent Reinforcement Learning
Weber, Pascal, Wälchli, Daniel, Zeqiri, Mustafa, Koumoutsakos, Petros
We present the extension of the Remember and Forget for Experience Replay (ReF-ER) algorithm to Multi-Agent Reinforcement Learning (MARL). ReF-ER was shown to outperform state of the art algorithms for continuous control in problems ranging from the OpenAI Gym to complex fluid flows. In MARL, the dependencies between the agents are included in the state-value estimator and the environment dynamics are modeled via the importance weights used by ReF-ER. In collaborative environments, we find the best performance when the value is estimated using individual rewards and we ignore the effects of other actions on the transition map. We benchmark the performance of ReF-ER MARL on the Stanford Intelligent Systems Laboratory (SISL) environments. We find that employing a single feed-forward neural network for the policy and the value function in ReF-ER MARL, outperforms state of the art algorithms that rely on complex neural network architectures.
Understandable Controller Extraction from Video Observations of Swarms
Alharthi, Khulud, Abdallah, Zahraa S, Hauert, Sabine
Swarm behavior emerges from the local interaction of agents and their environment often encoded as simple rules. Extracting the rules by watching a video of the overall swarm behavior could help us study and control swarm behavior in nature, or artificial swarms that have been designed by external actors. It could also serve as a new source of inspiration for swarm robotics. Yet extracting such rules is challenging as there is often no visible link between the emergent properties of the swarm and their local interactions. To this end, we develop a method to automatically extract understandable swarm controllers from video demonstrations. The method uses evolutionary algorithms driven by a fitness function that compares eight high-level swarm metrics. The method is able to extract many controllers (behavior trees) in a simple collective movement task. We then provide a qualitative analysis of behaviors that resulted in different trees, but similar behaviors. This provides the first steps toward automatic extraction of swarm controllers based on observations.
Cooperative Online Learning in Stochastic and Adversarial MDPs
Lancewicki, Tal, Rosenberg, Aviv, Mansour, Yishay
We study cooperative online learning in stochastic and adversarial Markov decision process (MDP). That is, in each episode, $m$ agents interact with an MDP simultaneously and share information in order to minimize their individual regret. We consider environments with two types of randomness: \emph{fresh} -- where each agent's trajectory is sampled i.i.d, and \emph{non-fresh} -- where the realization is shared by all agents (but each agent's trajectory is also affected by its own actions). More precisely, with non-fresh randomness the realization of every cost and transition is fixed at the start of each episode, and agents that take the same action in the same state at the same time observe the same cost and next state. We thoroughly analyze all relevant settings, highlight the challenges and differences between the models, and prove nearly-matching regret lower and upper bounds. To our knowledge, we are the first to consider cooperative reinforcement learning (RL) with either non-fresh randomness or in adversarial MDPs.
Modelling airborne transmission of SARS-CoV-2 at a local scale
Rahn, Simon, Gödel, Marion, Köster, Gerta, Hofinger, Gesine
The coronavirus disease (COVID-19) pandemic has changed our lives and still poses a challenge to science. Numerous studies have contributed to a better understanding of the pandemic. In particular, inhalation of aerosolised pathogens has been identified as essential for transmission. This information is crucial to slow the spread, but the individual likelihood of becoming infected in everyday situations remains uncertain. Mathematical models help estimate such risks. In this study, we propose how to model airborne transmission of SARS-CoV-2 at a local scale. In this regard, we combine microscopic crowd simulation with a new model for disease transmission. Inspired by compartmental models, we describe agents' health status as susceptible, exposed, infectious or recovered. Infectious agents exhale pathogens bound to persistent aerosols, whereas susceptible agents absorb pathogens when moving through an aerosol cloud left by the infectious agent. The transmission depends on the pathogen load of the aerosol cloud, which changes over time. We propose a 'high risk' benchmark scenario to distinguish critical from non-critical situations. Simulating indoor situations show that the new model is suitable to evaluate the risk of exposure qualitatively and, thus, enables scientists or even decision-makers to better assess the spread of COVID-19 and similar diseases.
EvolvingBehavior: Towards Co-Creative Evolution of Behavior Trees for Game NPCs
Partlan, Nathan, Soto, Luis, Howe, Jim, Shrivastava, Sarthak, El-Nasr, Magy Seif, Marsella, Stacy
To assist game developers in crafting game NPCs, we present EvolvingBehavior, a novel tool for genetic programming to evolve behavior trees in Unreal Engine 4. In an initial evaluation, we compare evolved behavior to hand-crafted trees designed by our researchers, and to randomly-grown trees, in a 3D survival game. We find that EvolvingBehavior is capable of producing behavior approaching the designer's goals in this context. Finally, we discuss implications and future avenues of exploration for co-creative game AI design tools, as well as challenges and difficulties in behavior tree evolution.